// #region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
// 
using System;

namespace Microsoft.Xna.Framework.Graphics
{
	public class DynamicIndexBuffer : IndexBuffer
	{
        /// <summary>
        /// Special offset used internally by GraphicsDevice.DrawUserXXX() methods.
        /// </summary>
        internal int UserOffset;

		public bool IsContentLost { get { return false; } }
		
		public DynamicIndexBuffer(GraphicsDevice graphicsDevice, IndexElementSize indexElementSize, int indexCount, BufferUsage usage) :
			base(graphicsDevice, indexElementSize, indexCount, usage, true)
		{
		}

   		public DynamicIndexBuffer(GraphicsDevice graphicsDevice, Type indexType, int indexCount, BufferUsage usage) :
            base(graphicsDevice, indexType, indexCount, usage, true)
        {
        }

        public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, SetDataOptions options) where T : struct
        {
            base.SetDataInternal<T>(offsetInBytes, data, startIndex, elementCount, options);
        }

        public void SetData<T>(T[] data, int startIndex, int elementCount, SetDataOptions options) where T : struct
        {
            base.SetDataInternal<T>(0, data, startIndex, elementCount, options);
        }
    }
}

